The Wabash Cannonball (5e Subclass)

Otherworldly Patron: Wabash Cannonball

https://www.deviantart.com/simonlmoore/art/Steam-2-86984111
Wabash Cannonball

A unique patron for a steampunk setting, although it can work in post-steampunk settings, such as modern day. This patron provides more healing-focused abilities, making the Warlock into more of an off-healer than a DPS class.


Legend tells that the Wabash Cannonball is the train tasked with carrying the spirits of dead railwaymen and hobos into the next world. As such, it makes a very unique patron- it is less of an intelligent being, and more of a supernatural 'duty' than anything understood by mortal minds. It will not speak directly to the warlock, or issue commands beyond the vaguest (and often most confusing) of hints.

The Cannonball will not approve of Lawful characters, and CERTAINLY not evil ones. Beyond that, it's desires are somewhat- unique.

Traveling on- the Cannonball will be pleased with characters that always want to see what's over the next horizon.

Owning a home- this will displease the Cannonball, and the larger and grander it is, the more it will be displeased.

Harming the destitute- any actions that will harm those without station or wealth will displease the Cannonball to an extreme.


Bonus Proficiencies

At level 1, you gain proficiency in survival. At level 3, you are able to mimic any mechanical sound you hear with a DC 10 Charisma check.

Expanded Spell List

The Cannonball lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Wabash Cannonball Expanded Spells
Spell LevelSpells
1stSpare the Dying, Healing Word
2ndLesser Restoration, Gentle Repose
3rdCreate Food and Water, Mass Healing Word
4thDeath Ward, Freedom of Movement
5thGreater Restoration, Scrying

Curtains Round Me Fall

Starting at 1st level, when making death saving throws, you gain advantage on the final one if you have failed the previous two. Also, each time you stablise, if you have made at least one death saving throw, you gain your proficiency bonus number of d100 in xp, as the Cannonball draws closer, preparing to take you to the next world.

Cannonball's Grace

Beginning at 6th level, as an action, you can touch a creature that has been dead for less than two minutes, and has no ongoing effects that would kill them again if brought back to life. You take one level of exhaustion, but the creature becomes dying, rather than dead. It must succeed on it's death saving throws again in order to become stable, and this cannot be assisted by magic.

Iron Strike

Starting at 10th level, when you make an unarmed melee attack against a creature, you can charge your fist with all the kinetic energy of a moving train. The creature must make a Wisdom saving throw, or take 4d12 bludgeoning damage, or half as much on a successful save. This feature can only be used once per long rest.

Cannonball's Sight

Starting at the 14th level, as an action, you can fill your eyes with light from the Cannonball's lanterns, giving you Truesight out to 60 feet. Your eyes project bright light in a 60-foot cone and dim light for an additional 60 feet, making stealth impossible. This feature can only be used once per long rest.

Pact Boons

Pact of the Chain Your familiar is celestial, and has a leather collar from which a small brass lantern is suspended. Additionally, the familiar can, if you so wish, take the form of a medium-size Dog.

Pact of the Blade If you serve the Cannonball- though serve may be the completely wrong term- your weapon will take on a aged, rusty appearance, with many of the cosmetic pieces being made of black iron.

Pact of the Tome Your Book of Shadows could be a ratty, water-stained tome containing forgotten and unheard stories of how ordinary men and women lived and died.


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